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Computer in French
Volunteer Information Exchange Sharing what we know with those we know Volume 5 Number 8 September 11, 2015 Contribute To The VIE Links You Might Enjoy Long before the Neiman-Marcus “Kitchen Computer” and before any recipes on your PC, there was ECHO • Creation of Evans and Sutherland IV, a one-off home computer. Dave Cortesi writes a • 10 Pictures of PCs in schools in the 80's wonderful article describing this one-of-a-kind artifact. • Computer Art in 1969 Bill Worthington writes of his opportunity to visit the University of Manchester and the reconstructed • In Memoriam: Karl Taub, who started the Computer “Baby.” And he took some excellent pictures for us. Science departments at Carnagie Mellon and Columbia Universities in the 70's. Thanks once more to Chris Garcia for telling us about three recent acquisitions. • Ed Thelen sends along this link about the Librascope LGP-30. As always, send us your stories, anecdotes and adventures in computing. • Kate McGregor sent this link about the several Jim Strickland [email protected] archiving activities at Cisco iwhich the CHM is leading. • Happy 17 th birthday, Google—Sept 4 CHM Blog Ken Shirriff has written several excellent and detailed Recent CHM Blog Entries articles recently about the innards of the 1401. Kirsten Tashev keeps us up-to-date on new CHM blog • 1402 Operations entries. • Details on 1401 Qui-Binary arithmetic • Guest blogger, Adam Spring writes on Amiga • 1403 Print mechanism – explanation and animation Computing. The Amiga computer celebrated its 30th birthday at CHM this July. • 1401 Core Memory Operation Peter Hart will speak on “Making Shakey, the World's Docent Training: Women In Computing First Intelligent Robot on September 14. -
The Evolution of Lisp
1 The Evolution of Lisp Guy L. Steele Jr. Richard P. Gabriel Thinking Machines Corporation Lucid, Inc. 245 First Street 707 Laurel Street Cambridge, Massachusetts 02142 Menlo Park, California 94025 Phone: (617) 234-2860 Phone: (415) 329-8400 FAX: (617) 243-4444 FAX: (415) 329-8480 E-mail: [email protected] E-mail: [email protected] Abstract Lisp is the world’s greatest programming language—or so its proponents think. The structure of Lisp makes it easy to extend the language or even to implement entirely new dialects without starting from scratch. Overall, the evolution of Lisp has been guided more by institutional rivalry, one-upsmanship, and the glee born of technical cleverness that is characteristic of the “hacker culture” than by sober assessments of technical requirements. Nevertheless this process has eventually produced both an industrial- strength programming language, messy but powerful, and a technically pure dialect, small but powerful, that is suitable for use by programming-language theoreticians. We pick up where McCarthy’s paper in the first HOPL conference left off. We trace the development chronologically from the era of the PDP-6, through the heyday of Interlisp and MacLisp, past the ascension and decline of special purpose Lisp machines, to the present era of standardization activities. We then examine the technical evolution of a few representative language features, including both some notable successes and some notable failures, that illuminate design issues that distinguish Lisp from other programming languages. We also discuss the use of Lisp as a laboratory for designing other programming languages. We conclude with some reflections on the forces that have driven the evolution of Lisp. -
What the Past Teaches Us About Optimal Product Development
WHITE PAPER | AUGUST 2020 What the Past Teaches us about Optimal Product Development The Study of Goal Definitions and Managing Hierarchical Systems Trade-offs. The Market Leader in Mechatronics and Detailed Design Service | simplexitypd.com INTRODUCTION Development of products that involve firmware, electrical and mechanical engineering can get complicated. There can often be seemingly conflicting priorities related to hierarchical product requirements, cost, or development timeframes. This complexity is nothing new. In this paper, we will break down or decompose how to manage the tradeoffs between these systems, but first, we will review this process through the lens of the development process of the DEC-PDP-1 personal computer (circa 1960) as a history lesson in optimal product development. THE FIRST PERSONAL COMPUTER In 1960, Digital Equipment Corporation (DEC) released the PDP-1 personal computer. When the machine was released, it was a stellar achievement of cost / performance optimization. This machine was quite small compared with the “mainframes” of the day, behemoths that occupied entire rooms and were serviced by a “priesthood” of operators who fed in punched cards, mounted magnetic tape reels, and tore off reams of paper that came from the printers. The PDP-1 by contrast was meant to be a “personal computer,” operated by technical folks directly interacting with its front panel and other peripherals. Many consider this machine the first personal computer, as it needed no special room, no special air conditioning, no special power wiring, and no specially trained operators. The PDP-1 could add two 18-bit numbers in 5 microseconds. And it had a (core) memory of 4K 18-bit words. -
TCM Report, Summer
Board of Directors Corporate Donors Contributing Members John William Poduska. Sr. Benefactor-$lO.ooo or more Pathway Design. Inc. Patron-$SOO or more Chairman and CEO AFIPS. Inc." PC Magazine Anonymous. Ray Duncan. Tom Eggers. Belmont Computer. Inc. American Exr.ress Foundation Peat. Marwick. Mitchell & Co. Alan E. Frisbie. Tom and Rosemarie American Te ephone & Telegraph Co." Pell. Rudman. Inc. Hall. Andrew Lavien. Nicholas and Gwen Bell. President Apollo Computer. Inc." Pencept. Inc. Nancy Petti nella. Paul R. Pierce. The Computer Museum Bank of America" Polese-Clancy. Inc. Jonathan Rotenberg. Oliver and Kitty Erich Bloch The Boston Globe" Price Waterhouse Selfridge. J. Michael Storie. Bob National Science Foundation ComputerLand" Project Software & Development. Inc. Whelan. Leo R. Yochim Control Data Corporation" Shawmut Corporation David Donaldson Data General Corporation" Standard Oil Corporation Sponsor-$250 Ropes and Gray Digital Equipment Corporation" Teradyne Hewlett-Packard Warner & Stackpole Isaac Auerbach. G. C . Beldon. Jr .. Sydney Fernbach Philip D. Brooke. Richard J. Clayton. Computer Consultant International Data Group" XRE Corporation International Business Machines. Inc." " Contributed to the Capital Campaign Richard Corben. Howard E. Cox. Jr .. C. Lester Hogan The MITRE Corporation" Lucien and Catherine Dimino. Philip H. Fairchild Camera and Instrument NEC Corporation" Darn. Dan L. Eisner. Bob O. Evans. Corporation Raytheon Company Branko Gerovac. Dr. Roberto Guatelli. Sanders Associates M. Ernest Huber. Lawrence J. Kilgallen. Arthur Humphreys The Travelers Companies Core Members Martin Kirkpatrick. Marian Kowalski. ICL Wang Laboratories. Inc." Raymond Kurzweil. Michael Levitt. Carl Theodore G. Johnson Harlan E. and Lois Anderson Machover. Julius Marcus. Joe W .. Charles and Constance Bachman Matthews. Tron McConnell. -
UC Berkeley Previously Published Works
UC Berkeley UC Berkeley Previously Published Works Title Building the Second Mind, 1961-1980: From the Ascendancy of ARPA-IPTO to the Advent of Commercial Expert Systems Permalink https://escholarship.org/uc/item/7ck3q4f0 ISBN 978-0-989453-4-6 Author Skinner, Rebecca Elizabeth Publication Date 2013-12-31 eScholarship.org Powered by the California Digital Library University of California Building the Second Mind, 1961-1980: From the Ascendancy of ARPA to the Advent of Commercial Expert Systems copyright 2013 Rebecca E. Skinner ISBN 978 09894543-4-6 Forward Part I. Introduction Preface Chapter 1. Introduction: The Status Quo of AI in 1961 Part II. Twin Bolts of Lightning Chapter 2. The Integrated Circuit Chapter 3. The Advanced Research Projects Agency and the Foundation of the IPTO Chapter 4. Hardware, Systems and Applications in the 1960s Part II. The Belle Epoque of the 1960s Chapter 5. MIT: Work in AI in the Early and Mid-1960s Chapter 6. CMU: From the General Problem Solver to the Physical Symbol System and Production Systems Chapter 7. Stanford University and SRI Part III. The Challenges of 1970 Chapter 8. The Mansfield Amendment, “The Heilmeier Era”, and the Crisis in Research Funding Chapter 9. The AI Culture Wars: the War Inside AI and Academia Chapter 10. The AI Culture Wars: Popular Culture Part IV. Big Ideas and Hardware Improvements in the 1970s invert these and put the hardware chapter first Chapter 11. AI at MIT in the 1970s: The Semantic Fallout of NLR and Vision Chapter 12. Hardware, Software, and Applications in the 1970s Chapter 13. -
From Cyber-Utopia to Cyber-War. Advocacy Coalitions and the Normative Change in Cyberspace
From Cyber-Utopia to Cyber-War. Normative Change in Cyberspace. Dissertation zur Erlangung des akademischen Grades doctor philosophiae (Dr. phil.) vorgelegt dem Rat der Fakultät für Sozial- und Verhaltenswissenschaften der Friedrich- Schiller-Universität Jena von Matthias Schulze (M.A.) geboren am 28.03.1986 in Weimar 15.03.2017 1 Gutachter 1. Prof. Dr. Rafael Biermann (Friedrich-Schiller Universität Jena) 2. Dr. Myriam Dunn Cavelty (ETH Zürich) 3. Prof. Dr. Georg Ruhrmann (Friedrich-Schiller Universität Jena) Tag der mündlichen Prüfung: 08.08.2017 2 Copyright © 2018 by Matthias Schulze. Some Rights reserved. This work is licensed under the Creative Commons Attribution 4.0 International License (CC BY 4.0). To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. 3 Table of Contents Table of Contents 4 Acknowledgement 7 Abstract 10 List of Abbreviations 11 List of Tables and Graphics 13 1. Introduction 15 1.1 Puzzle & Research Question 18 1.2 Literature Review 22 1.3 Contributions of the Study 27 1.4 Case Selection: The United States 30 1.5 Structure and Logic of the Argument 32 2. Explaining Normative Change 38 2.1 Norms and Theories of Normative Change 39 2.1.1 Norm Diffusion and Norm Entrepreneurs 41 2.1.2 Critique of Deontological Norms 42 2.1.3 Critique of Diffusion Models 44 2.2 Paradigms and Norm-Change 47 2.2.1 Discursive Struggles between Paradigms 53 2.2.2 Framing 59 2.2.3 Degrees of Change 63 2.2.4 Explaining Change 67 -
Robert Alan Saunders
SMITHSONIAN INSTITUTION LEMELSON CENTER FOR THE STUDY OF INVENTION AND INNOVATION Robert Alan Saunders Transcript of an interview conducted by Christopher Weaver at National Museum of American History Washington, D.C., USA on 29 November 2018 with subsequent additions and corrections For additional information, contact the Archives Center at 202-633-3270 or [email protected] All uses of this manuscript are covered by an agreement between the Smithsonian Institution and Robert Alan Saunders dated November 29, 2018. For additional information about rights and reproductions, please contact: Archives Center National Museum of American History Smithsonian Institution MRC 601 P.O. Box 37012 Washington, D.C. 20013-7012 Phone: 202-633-3270 TDD: 202-357-1729 Email: [email protected] Web: http://americanhistory.si.edu/archives/rights-and-reproductions Preferred citation: Robert Alan Saunders, “Interview with Robert Alan Saunders,” conducted by Christopher Weaver, November 29, 2018, Video Game Pioneers Oral History Collection, Archives Center, National Museum of American History, Smithsonian Institution, Washington, DC. Acknowledgement: The Smithsonian’s Lemelson Center for the Study of Invention and Innovation gratefully acknowledges financial support from the Entertainment Software Association and Coastal Bridge Advisors for this oral history project. For additional information, contact the Archives Center at 202-633-3270 or [email protected] Abstract Robert Saunders begins discussing his early family life, education, and early exposure to electrical engineering. He next recounts his time at MIT, recalling members of the Tech Model Railroad Club and his work with the TX-0 and PDP-1 computers. Saunders discusses the contributions of Spacewar! team members to the project and his development of the original PDP-1 game controllers. -
Actor Model of Computation
Published in ArXiv http://arxiv.org/abs/1008.1459 Actor Model of Computation Carl Hewitt http://carlhewitt.info This paper is dedicated to Alonzo Church and Dana Scott. The Actor model is a mathematical theory that treats “Actors” as the universal primitives of concurrent digital computation. The model has been used both as a framework for a theoretical understanding of concurrency, and as the theoretical basis for several practical implementations of concurrent systems. Unlike previous models of computation, the Actor model was inspired by physical laws. It was also influenced by the programming languages Lisp, Simula 67 and Smalltalk-72, as well as ideas for Petri Nets, capability-based systems and packet switching. The advent of massive concurrency through client- cloud computing and many-core computer architectures has galvanized interest in the Actor model. An Actor is a computational entity that, in response to a message it receives, can concurrently: send a finite number of messages to other Actors; create a finite number of new Actors; designate the behavior to be used for the next message it receives. There is no assumed order to the above actions and they could be carried out concurrently. In addition two messages sent concurrently can arrive in either order. Decoupling the sender from communications sent was a fundamental advance of the Actor model enabling asynchronous communication and control structures as patterns of passing messages. November 7, 2010 Page 1 of 25 Contents Introduction ............................................................ 3 Fundamental concepts ............................................ 3 Illustrations ............................................................ 3 Modularity thru Direct communication and asynchrony ............................................................. 3 Indeterminacy and Quasi-commutativity ............... 4 Locality and Security ............................................ -
The Real Inventors of Arcade Videogames Copy
1. The “real” Inventors of Arcade Videogames? As more and more of the early history of videogames comes to light, perceptions of who did what and when keep changing. For example: In a recent paper written by Professor Henry Lowood (Curator for History of Science & Technology Collections; Germanic Collections; Film & Media Collections, Stanford University) entitled “Meditations about Pong from different perspectives”, he reminds us of the story of the summer project of a “recently” (1970) graduated SAIL (Stanford University) student, Bill Pitts, and his friend, Hugh Tuck, as follows: “ The Galaxy Game was a coin-operated computer game for the newly released PDP 11/20, DEC's first 16-bit computer. DEC had fit the PDP 11 into a relatively small box and listed it for a mere $20,000, hoping thereby to open "new markets and new applications." Pitts and Tuck formed a company called Computer Recreations, bought the low-end version of the PDP-11 for only $13,000 and converted the PDP-10 version Spacewar! for this machine, including a Hewlett-Packard vector display, wooden cabinet, and other parts, their expenses came to roughly $20,000. In September 1971, they installed it in Stanford’s student union, where a later version that supported up to four monitors (eight players) could be found until 1979. The Galaxy Game was faithful not only to Spacewar!, but also to the player community (university students and computer engineers) and technical configuration (software code, vector displays, timesharing, etc.) that produced it” Is this not still another story describing the invention of the arcade videogame? So who was really “first”...as if it mattered if they did it independently. -
History of GIS the Foundations: 1940 to 1975
History of GIS The Foundations: 1940 to 1975 Erik Hoel Don Cooke Bill Moreland July 2013 Version 24 1 . Background • Why? – Random conversation in Matt McGrath’s office a couple years ago after reading Nick Chrisman’s book (we all knew very little about this topic) • Focus – Timeline style approach – Nothing truly historical (e.g., before computers) • Caveats – We are not historians, merely curious Esri development staff – Intended to be low-key and fun – not scholarly – Determining what is historical is quite hard … 2 . Overview • Timeline of GIS development • Key academic developments • Significant contributors and personalities • Commercial technologies • Cold War’s influence • Impact of computer technology • Esri’s role • Lots of amazing trivia 3 . Message to Our External Reviewers Your chance to influence history! Shape how young minds perceive the past! Cement your place (and your friends) in the historical record! Expunge your enemies and the wannabees! 4 . Law of the Famous “The famous are given most, if not all, of the credit, and a large number of others who also made key contributions to the success are largely ignored.” 5 . 1941 • First program-controlled computer (the Z3) was completed in Germany, architected by Konrad Zuse – The Z3 pre-dated the Harvard Mark I – Although based on relays, the Z3 was very sophisticated for its time; it utilized the binary number system and could perform floating-point arithmetic – Today, the Z3 is widely acknowledged as being the first fully functional automatic digital computer 6 . 1945 • Secret U.S. Army team led by Geodesist Floyd Hough (HOUGHTEAM) captures vast quantities of German photogrammetric equipment, geodetic, and cartographic data – Geodetic archives of the German Army hidden in secret warehouse in Saalfeld – Data included first-order geodetic surveys of large parts of Soviet Union and Eastern Europe – 90 tons of captured materials – Secured a nucleus of German geodesists – Much remained secret till 1990s 7 . -
James Bacon Editors Chris Garcia [email protected] the Drink Tank Issue 283 - May 2011 James Bacon & Chris Garcia - Editors
James Bacon Editors Chris Garcia [email protected] The Drink Tank Issue 283 - May 2011 James Bacon & Chris Garcia - Editors Page 1 - Table of Contents Page 10 - Railway Modelling by 1/2 Cruttenden Photo by Howeird Art by Roy D. Pounds II “Sorry, no can do. I’m not a modeller.” Page 2 - Editorial by Christopher J Garcia Art by Roy D. Pounds II Page 12 - The Oddness of Ireland - Model Trains “Of course, the trains were the cheapest ones ever by James Bacon made.” “The Slainte Express is especially sickening.” Page 3 - The Day At The Depot by James Bacon Page 14 - The MIT Tech Model Rail Road Club Photos by James Bacon by Christopher J Garcia “It is an interesting subject, crashing two of my “You don’t have to be an engineer to be into model personal favourites together...” trains, but the paycheck helps!” Page 6 - Railway Connections Page 19 - All Aboard by Fred Lerner by Alastair Reynolds Art by Roy D. Pounds Photos by Alastair Reynolds “Another bucolic land needing improved transportation is “My first love is the Great Western Railway.” Islandia.” Page 8 - Confusing the Real and The Simulated for Fun and Profit by Moshe Feder “..they can be mistaken for the real things...” Comments? [email protected] I had a train set when I was a kid. 1860 Briar- Of course, the trains were the cheapest ones wood Dr.’s garage was famous in the neighborhood for ever made. the train set. It was a piece of plywood on top of two I swear they were made from former plastic saw-horses. -
In Medias Res Fall 2007 1 FEATURE STORIES
INSIDE: COLLOQUIUM AND COMMUNICATIONS FOrum calendar In Medias Res cms.mit.edu • fall 2007 The Changing Face of CMS Introducing Nick Montfort and Erin Reilly CMS, Media Lab Launch Center for Future Civic Media C3 Hosts Futures of Entertainment 2 Conference Project New Media Literacies Tackles Moby-Dick The Education Arcade and NBC Announce iCue GAMBIT Unveils Six New Game Prototypes William Uricchio on the Future of Digital Heritage New Staff, New Faculty, New Visiting Scholars, and the Class of 2009 Dpnqbsbujwf .&%*" Tuvejft FALL 2007 1 from the directors 12 events 22 people, places, things Space: The Final Frontier CMS to Host 2007 Media CMS Welcomes New Staff Henry Jenkins and William Uricchio Literacy Conference and Additions Futures of Entertainment 2 2 feature stories 25 poem Project NML’s Erin Reilly 13 project updates From Kevin White and the Cyphibian Theory C3: Massively Multiplayer Ed Barrett Huma Yusuf Fandemonium! Joshua Green & Sam Ford 25 people, places, things 3 feature stories Faculty & Alumni Updates Location Scouting 14 project updates in Second Life The Education Arcade, 33 cms in the news Amanda Finkelberg NBC Announce iCue CMS Makes Headlines by Scot Osterweil Wrestling and Dancing 4 feature stories Preserving Our 15 project updates 34 people, places, things Digital Heritage Project NML Sends a Shout- CMS at the Movies William Uricchio Out to Mixed Magic Theater Generoso Fierro Anna van Someren & Kelly Leahy 6 feature stories I N S I D E : C O L L O Q U I U M A N D C O M M U N I C A T I O N S F O R U M C A L E N